Neonchameleon[/B]]
And the 4e ones tell me more through organisation and powers about the way monsters think than the 2e ones tell me through ecology.
Goblins v Kobolds
(Note that 4e kobolds are different to 2e ones - we've changed from dog-heads to lizard-heads).
2e
From the stat block, kobolds are smarter (8-10 vs 5-10), and have probably more treasure. Also slightly smaller (3ft vs 4ft) and have slightly fewer hit points (both go down to one hit). Also kobolds live in the arctic and goblins don't. "Goblin [combat] strategies are simple and crude. They are often cowardly and will avoid a face to face fight. More often than not they will attempt to arrange an ambush of their foes." So goblins ambush people. Whereas "The kobold approach to combat uses overwhelming odds or trickery." In other words they ambush people or trap them - and there is more about the traps. I'm getting an athropologists field guide here including what pets they keep.
4e (Monster Vault)
First the Kobold fluff is better IMO - I don't believe
anything in the 2e Monstrous Manual matches the opening "Kobold. Few can say the word with anything but disgust and disdain - few except for the proud and proliferate kobolds, of course." Instant difference - the 2e MM tells me what others think of kobolds, not what they do of themselves. But that's not the point I'm making here.
Basic Kobold vs Basic Goblin (level 1 minion).
Name: Sniper (Goblin) vs Tunneller (Kobold)
This difference is
huge. It tells me that the most basic of goblins you are likely to fight are wannabe warriors - whereas the most basic of kobolds are tunnellers - i.e. craftsmen coming to defend their territory (not that others always agree that it's their territory). Straight away I have a huge difference in who out of the given tribe fights - for the kobolds it's
everyone. Goblins on the other hand are either all wannabe warriors (think bandits) or have noncombatants.
Type: Artillery (Goblin) vs Skirmisher (Kobold)
Goblin minons do
not want to get close. Kobolds don't either, but they aren't specialists and will do what they can.
Meat:
The goblin minion gets +2 to hit (being artillery) and the Sniper trait (if it misses with a ranged attack while hidden it can stay hiden). Goblin minions are superb ambush setters and seldom take risks (they are also trained in stealth). The kobold minion on the other hand is much more of a jack of all trades - and very slippery (shifty) and hard to hit even with area bombardment (Narrow escape).
Basic summary of the difference:
Your goblin minion is an ambushing thug, good at hiding and then bringing down the enemy. Your kobold minion is a craftsman who's downed his tools and is really frustratingly hard to lay your hands on.
Experienced Goblin Warror vs Experienced Kobold Warrior (level 1 skimisher)
Name: Cutthroat vs Quickblade
They are both small and deft - both skirmishers. As you'd expect for such creatures (the orc equivalent would be the "Battletested Orc" who is a soldier). They also have almost identical stats here even to the point of a shift 3 as a move action at will. But the names have different implications - the kobold is a slippery little sod you can't lay your hands on.
Meat:
There's only one fundamental difference between the two. The Cutthroat has a 1d6 Sneak Attack when it has combat advantage. The Quickblade gets +2 damage for every square the kobold has shifted since the start of its turn. This, however leads to very differnet optimal tactics. The best thing the Cutthroats can do is a quick flank and gank and using their shifting to keep with a foe. The Quickblades on the other hand are mechanically encouraged to keep moving leading to a battlefield full of slippery chaos as you never know where the kobolds are going to end up.
So again the goblins are cowardly ambushers, sneak attacking. Whereas fighting kobolds is fighting against small and chaotic enemies that won't let you lay a hand on them.
Specialist warriors: Goblin Beast Riders vs Kobold Dragonshields.
This difference is a fascinating one. Not so much the beast riders (who are consistent with the theme of goblin bandits). But the Dragonshields. The Kobold specialist warriors are soldiers who stand and fight (unlike just about every other goblin or kobold out there) and even mark people. 4e Kobolds aren't cowardly - they are just small and to borrow a line from Captain Jack Sparrow when told he'd lose in a fair fight "All the more reason for me not to fight fair then" (even the Dragonshield literally uses Dirty Tactics).
Fire Support: Slingers vs Hex Hurlers.
Kobold slingers are pretty much experienced ranged kobold warriors. But as for the Kobold Tunnellers, the kobold theme of being craftsmen (as well as trapsmiths) comes into play directly. Kobold slingers carry crafted pots full of really irritating stuff to sling at the enemy (what it is varies).
The hex hurler is the leader - being the scariest goblin going. (Interestingly the Kobolds don't have a leader type, further underscoring the point thta although they are obnoxious they aren't warriors and aren't lead through force of arms - their chieftain can as easily be a tunneller). And for its level the Hex Hurler might well be the most obnoxious and vicious spellcaster in the game (post MV - it's not a negative play experience in the way the MM1 Dracolich was for instance).
So we have two types of small but vicious monsters in both the 2e Monstrous Manual and in 4e. Both have a stinking reputation and are common adversaries - and in 2e they don't think or move very differently other than the kobolds set traps and retreat. But in 4e just through having different sets of statblocks in the MM they are seen to think and behave fundamentally differently.